Here's the weapons portion of the item list. Everything appears in the order
the game stores them internally. Items are briefly explained as needed.

And by the way... due to a bug, evade is useless, and is listed here
only for completeness. Someone apparently fouled up a reference, and
MEvd is used for dodging even physical attacks. It's really too bad, given
the amount of equipment with evade bonuses. On the other hand, nearly all
monsters have 0% MEvd, so you'll almost never have any trouble
hitting them...

Warning: May contain spoilers

If the attack powers listed seem a bit too high,
it's because characters' bare hands count as a weapon with 10 attack
power. So, for example, the 26 attack power on the Dagger makes it
only 16 better than no weapon at all.

Though the evade bug makes evade bonuses
useless, many weapons with evade bonuses also enable a parrying
animation when wielded.

This weapon may instantly
kill its target on hit (25% chance, but subject to stamina blocking).
The effect will always trigger against the undead, but they come
back to life immediately after being hit, making this weapon
useless against them.

Thanks to a bug, using this weapon with
Mug negates its special instant kill effect.

Most damage bonuses add together
(rather than multiplying with each other), but this one comes
at a different step of damage calculation than most. It adds
with the 50% bonus for hitting a target in the back (when both
apply), but multiplies with everything else. This results in 2.5x
final damage when combined with a hit to the back, and
2x damage otherwise.

Thanks to a bug, using this weapon
with Mug negates its special damage bonus.

The Valiant Knife ignores target defense,
target row, whether the target is defending, and 'protect' status on
the target, but also ignores 'transform' or 'berserk' status on the
user, the damage bonus for hitting a target in the back, and the
Jump damage bonus. It also cannot perform critical hits.

While ignoring defense by itself already
makes this the game's deadliest knife in general, it additionally
adds the difference between the user's maximum and current HP
to its damage. This bonus comes applied *before* the bonus for
wearing a Giant's Bracer or Brave Ring, the penalty for attacking
from the back row, the penalty for attacking a player character,
and the penalty for attacking a petrified target, but *after* the
penalty for wearing a Genji's Bracer without wielding two weapons
and the penalty for using a Proof of Initiation. This particularly helps
fans of the Proof of Initiation, since it means, for example,
that Lock with 1000/3000 HP and a normal base damage of 2000
will inflict (2k)/2 + [3k-1k] = 3k damage on each of the four hits,
not (2k + [3k-1k] )/2 = 2k damage.

Thanks to a bug, using this weapon
with Mug entirely negates its special damage calculation,
including the defense piercing.

Swords

All swords have a hit rate of 150, except for
the Lightbringer, which has a perfect (255) hit rate.

ミスリルソード

Mithril Sword

MithrilBlade

Attack: 38

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Lock, Edgar, Celes

グレートソード

Greatsword

RegalCutlass

Attack: 54

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Edgar, Celes

There's nothing particularly
regal about the Greatsword. On the other hand, the term
"greatsword" generally refers to blades too
massive to handle with only one hand, so that name
doesn't quite fit either.

Each attack consumes a random
amount of MP from 12 to 19, but is guaranteed to be a critical hit (+100%
damage). No MP is spent if too little is available, but then the attack isn't
guaranteed to be a critical hit either, though it still has the usual 1/32 chance
of being one.

Thanks to a bug, using this weapon
with Mug negates its special MP for criticals effect.

フレイムタン
時々 魔法「ファイア」を追加発動
します

Flametongue
Sometimes additionally invokes Fire spell

Flame Sabre
Randomly casts "Fire"

Attack: 108 Flame, +2 mag,
may cast Fire

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Lock, Edgar, Celes

This weapon has a 1/4 chance to cast
Fire with each hit. When cast
like this, the spell costs no MP, always hits, and ignores Magicseal
Sword and 'reflect' status. The spell's damage is halved when
attacking from the back row or increased accordingly when
Jumping, but is otherwise the same as usual.

The Flametongue is the best
Flame weapon to throw
at enemies.

アイスブランド
時々 魔法「ブリザド」を追加発動
します

Icebrand
Sometimes additionally invokes Blizzard spell

Blizzard
Randomly casts "Ice"

Attack: 108 Ice, +2 mag,
may cast Blizzard

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Lock, Edgar, Celes

This weapon has a 1/4 chance to cast
Blizzard with each hit. When
cast like this, the spell costs no MP, always hits, and ignores
Magicseal Sword and 'reflect' status. The spell's damage is
halved when attacking from the back row or increased
accordingly when Jumping, but is otherwise the same as
usual.

The Icebrand has the highest attack
power of any Ice weapon and is
the best for throwing at enemies, but the Ice Rod casts a
better spell on attack.

サンダーブレード
時々 魔法「サンダー」を追加発動
します

Thunder Blade
Sometimes additionally invokes Thunder spell

ThunderBlade
Randomly casts "Bolt"

Attack: 108 Thunder, +2 mag,
may cast Thunder

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Lock, Edgar, Celes

This weapon has a 1/4 chance to cast
Thunder with each hit. When
cast like this, the spell costs no MP, always hits, and ignores
Magicseal Sword and 'reflect' status. The spell's damage is
halved when attacking from the back row or increased
accordingly when Jumping, but is otherwise the same
as usual.

The Thunder Blade has the highest attack
power of any Thunder weapon
and is the best to throw at enemies, but the Thunder Rod casts a
better spell on attack.

バスタードソード

Bastard Sword

Epee

Attack: 98

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Edgar, Celes

The bastard sword is larger than most
one-handed swords, but smaller than most two-handed swords, so
the name arose as it's sort of the bastard offspring of the two. The
épée, on the other hand, is a modern fencing sword.
Lightweight, flexible, and lacking sharp edges, it has very little in
common with the bastard sword.

ブレイクブレイド
時々 魔法「ブレイク」を追加発動
します

Break Blade
Sometimes additionally invokes Break spell

Break Blade
Randomly casts "Break"

Attack: 117, may cast Break

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Edgar, Celes

This weapon has a 1/4 chance to cast
Break with each hit. When
cast like this, the spell costs no MP and ignores Magicseal Sword
and 'reflect' status, but is otherwise identical to casting it
normally.

ブラッドソード
ダメージ分をＨＰとして吸収します

Blood Sword
Absorbs damage as HP

Drainer
Absorbs damage as HP

Attack: 121, +10 evd, steals HP, sword parry animation

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Lock, Edgar, Celes

The Blood Sword will not inflict more
damage than it takes to heal its user. This makes it nearly
useless with nearly full HP, but remember that you can swap
weapons during battle from the item menu (press up, select the
weapon, and pick a replacement from the list). Also, never use
this weapon against the undead, otherwise the attacker takes
damage and the target heals.

Thanks to a bug, using this weapon
with Mug negates its special HP drain effect.

エンハンスソード
装備すると魔力がアップします

Enhance Sword
Magic power increases when equipped

Enhancer
Mag pwr up

Attack: 135, +7 mag, +20 MEvd, sword parry animation

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Tina, Edgar, Celes

The ideal sword for mages,
at least out of those available in unlimited quantity.

The Soul Saber damages the target's MP,
not HP. Additionally, it will not inflict more damage than what
it takes to fill the user's MP, making it minimally useful with
full, or nearly so, MP (but you can always swap weapons).
Never use this weapon against the undead, otherwise the
attacker loses MP and the target gains it, and as if that
weren't bad enough,
Death heals them too.

This weapon has a 1/4 chance to cast
Death with each hit. When cast
like this, the spell costs no MP and ignores Magicseal Sword and
'reflect' status, but is otherwise identical to casting it normally.

Thanks to a bug, using this weapon
with Mug negates its special MP drain effect. The random
Death still applies, though.

I'm... dubious... about this name. It doesn't
really make sense, but the only alternative I can see is
"organics", and that makes no sense either. Kahran042
adds that the name may come from an attempt to translate the
name of the sword Onimaru (鬼丸) into English.
鬼 (oni) is a sort of Japanese demon
often rendered "ogre" in English, while 丸
(maru) means "round" and
can refer to 0, much as "nix" means "nothing"
and can also refer to 0.

The break chance is one in (last digit of
user's HP + 1). That's pretty bad, even with a final 9 (10% break
rate). However, the weapon will never break when performing a
counterattack.

Each attack consumes a random amount
of MP from 12 to 19, but is guaranteed to be a critical hit (+100%
damage). No MP is spent if too little is available, but then the
attack isn't guaranteed to be a critical hit either, though it still has
the usual 1/32 chance of being one.

Thanks to a bug, using this weapon
with Mug negates both the random breakage and the
MP for criticals effect.

Each attack consumes a random amount
of MP from 12 to 19, but is guaranteed to be a critical hit (+100%
damage). No MP is spent if too little is available, but then the attack
isn't guaranteed to be a critical hit either, though it still has the usual
1/32 chance of being one.

The Lightbringer always hits unless the
target has 'transparent' status, and additionally inflicts full damage
regardless of row.

This weapon has a 1/4 chance to cast
Holy with each hit. When cast
like this, the spell costs no MP, always hits, and ignores Magicseal
Sword and 'reflect' status. The spell's damage is the same as
casting it normally with the following exceptions: damage is
increased accordingly when Jumping, and the spell inflicts critical
(+100%) damage if the weapon consumed MP to perform an
automatic critical (any random critical hits occurring
when out of MP have no effect on the spell). Weapon-cast spells
are normally affected by the attacker's row, but since this weapon
ignores row, so does the spell.

Thanks to a bug, using this weapon
with Mug negates its special MP for criticals effect, but the
random Holy, long range,
and perfect hit rate still work.

Each attack consumes a random amount
of MP from 12 to 19, but is guaranteed to be a critical hit (+100%
damage). No MP is spent if too little is available, but then the attack
isn't guaranteed to be a critical hit either, though it still has the usual
1/32 chance of being one.

This weapon has a 1/4 chance to cast
Flare with each hit. When cast
like this, the spell costs no MP, always hits, and ignores Magicseal
Sword and 'reflect' status. Damage is the same as casting the spell
normally, except that damage is halved if the attacker is in the back
row. Ragnarök's Flare
doesn't get the critical hit bonus or Jump bonus Lightbringer's
Holy does because
defense-ignoring attacks also skip these damage modifiers.

Thanks to a bug, using this weapon
with Mug negates its special MP for criticals effect, but the
random Flare still
works.

Unlike normal swords, this does NOT enable any of
Deathblow Sword, Magicseal Sword, or 2-handed grip

Used by: Tina, Lock, Edgar, Celes

The Ultima Weapon has three attacking
animations. Which one appears depends only on the damage
inflicted. One displays for damage up to about 500, one for about
500 to 1000, and the most impressive one for larger values.

The Ultima Weapon ignores target defense,
target row, whether the target is defending, and 'protect' status on the
target, but also ignores 'transform' or 'berserk' status on the user, the
damage bonus for hitting a target in the back, and the Jump damage
bonus. Additionally, it cannot perform critical hits.

Furthermore, its final damage gets a multiplier
of approximately (level / 64) * (current HP / maximum HP). This
makes level an even larger factor than usual, and means that
better health corresponds to higher damage. The level modifier
and defense piercing make this a particularly powerful weapon
at higher levels.

Note that it's the ratio of current health to
maximum health that matters, not the value of current health by
itself. Using equipment to raise maximum HP has no effect on
damage output, beyond making any damage you take detract
less from the ratio due to being a smaller percentage of the
maximum. In other words, taking 100 damage is more significant
on 1000 maximum health than on 1500, not because 1400 is more
than 900, but because 1400/1500 (93.33%) is more than 900/1000
(90%). Conversely, 900/1000 (90%) is better than 1200/1500 (80%),
regardless of 1200 being greater than 900.

Unlike the JP version, the NA version
excludes the Ultima Weapon from the list of equipment that the
Medal allows characters to use, though it's unclear whether this
is meant as a nerf or as a way to avoid an odd glitch that occurs
when combining the Ultima Weapon with Rages that use physical
damage special attacks. Sometimes the effect is as innocuous
as using the wrong color palette, but it's also capable of locking
up the game, so be careful if you try it.

Thanks to a bug, using this weapon
with Mug entirely negates its special damage calculation,
including the defense piercing.

Spears

All spears have a hit rate of 150, except the
Glow Lance, which has a hit rate of 180.

ミスリルスピア

Mithril Spear

Mithril Pike

Attack: 70

OK: Magicseal Sword, 2-handed grip

Used by: Edgar, Mog

トライデント

Trident

Trident

Attack: 93 Water

OK: Magicseal Sword, 2-handed grip

Used by: Edgar, Mog

The Trident is the only weapon in the game
to inflict Water damage.

ヘヴィランス

Heavy Lance

Stout Spear

Attack: 112

OK: Magicseal Sword, 2-handed grip

Used by: Edgar, Mog

パルチザン

Partisan

Partisan

Attack: 150

OK: Magicseal Sword, 2-handed grip

Used by: Edgar, Mog

The partisan is a spear-like
polearm with blades sticking out to the sides below the point.

ホーリーランス
時々 魔法「ホーリー」を追加発動
します

Holy Lance
Sometimes additionally invokes Holy spell

Pearl Lance
Randomly casts "Pearl"

Attack: 194 Holy, +3 mag,
may cast Holy

OK: Magicseal Sword, 2-handed grip

Used by: Edgar, Mog

This weapon has a 1/4 chance to cast
Holy with each hit. When cast
like this, the spell costs no MP, always hits, and ignores Magicseal
Sword and 'reflect' status. The spell's damage is halved when
attacking from the back row or increased accordingly when
Jumping, but is otherwise the same as usual.

The Holy Lance is the strongest
Holy weapon available in potentially
unlimited quantity, and typically the best to wield thanks to the
random spellcasting.

ゴールデンスピア

Golden Spear

Gold Lance

Attack: 139

OK: Magicseal Sword, 2-handed grip

Used by: Edgar, Mog

グローランス

Glow Lance

Aura Lance

Attack: 227, +3 str, +2 agi, +1 stm, +3 mag

OK: Magicseal Sword, 2-handed grip

Used by: Edgar, Mog

Could also be "Grow Lance",
but I'm thinking not.

さごじょうのやり
カッパステータス時に装備すると…

Sagojou's Spear
If you equip it during kappa status...

Imp Halberd
??? if equipped while an Imp

Attack: 253

OK: Magicseal Sword, 2-handed grip

Used by: Everyone except Umaro

沙悟浄 (Sagojou) is the name of a kappa
in a legend originally from China. To oversimplify, he and several
other creatures accompanied a monk on a quest to find some holy
writings.

The wearer only gets the listed attack
power when in 'kappa' status. Otherwise, the weapon acts as
though it had 1 attack power, effectively lowering attack by 9
as compared with no weapon at all. It works normally when
thrown, though...

Ninja Swords

For stylistic reasons, I'm leaving the
names of these weapons mostly untranslated, because
ninja.

All ninja swords have a hit rate of
180.

くない

Kunai

Imperial

Attack: 82

OK: Magicseal Sword, 2-handed grip

Used by: Shadow

The kunai, a roughly leaf-shaped ninja
knife, works well for both throwing and close-quarters fighting.

I can only guess that the name Imperial
comes from confusing 苦無 (kunai) with
宮内 (kunai), which
means "within palace" and appears in phrases like
宮内庁 (the Imperial Household Agency) or its predecessor
宮内省 (the Imperial Household Ministry).

こだち

Kodachi

Kodachi

Attack: 93

OK: Magicseal Sword, 2-handed grip

Used by: Shadow

The 小太刀 (kodachi),
a Japanese blade larger than a knife but smaller than a sword,
is used mainly for its quickness, and is good for defending.

The Sakura Fubuki is the game's
strongest Wind weapon, and
while the Kazekiri Blade is more interesting to equip, this is
the best one for throwing. Stock up before the Majot Plot
Spoiler if you want to use them for this, since no shops
carry them after it.

さすけのかたな

Sasuke's Katana

Hardened

Attack: 121

OK: Magicseal Sword, 2-handed grip

Used by: Shadow

佐助 (Sasuke) is a ninja who
appears in numerous children's stories.

いちげきのやいば
時々 敵を一撃でしとめます

Ichigeki Blade
Sometimes brings down enemies in a single hit

Striker
Randomly dispatches an enemy

Attack: 190, may kill target

OK: Magicseal Sword, 2-handed grip

Used by: Shadow

一撃 (ichigeki)
refers to a (single) strike, implying that one is all it needs.

This weapon may instantly kill its target
on hit (25% chance, but subject to stamina blocking). The effect
will always trigger against the undead, but they come back to life
immediately after being hit, making this weapon useless against
them.

Thanks to a bug, using this weapon
with Mug negates its instant kill effect.

かげぬい
時々 魔法「ストップ」を追加発動
します

Kagenui
Sometimes additionally invokes Stop spell

Stunner
Randomly casts "Stop"

Attack: 220, may cast Stop

OK: Magicseal Sword, 2-handed grip

Used by: Shadow

影 (kage, shadow)
plus 縫い (nui, stitching), this refers
to the legendary ninja ability of sealing an opponent's movement
by binding his shadow to the ground.

This weapon has a 1/4 chance to cast
Stop spell with each hit. When
cast like this, the spell costs no MP, always hits (though it does,
naturally, fail if the target is immune to 'stop' status), and ignores
Magicseal Sword and 'reflect' status.

Katanas

For stylistic reasons, I'm leaving the
names of these weapons mostly untranslated, because
samurai.

I've seen this one written both as
風切りの刃 and 風斬りの刃, both of which mean basically the
same thing, "wind-cutting blade". The first writing
is more than twice as common, based on the number of Google
results, while the second has a more violent feel to it.

Unlike most extra effects on weapons,
Wind Scythe occurs instead of, rather than in addition to, the
regular attack. It activates about half the time, and unlike most
weapon-cast spells, may trigger even when using a Proof of
Initiation. More interestingly, if Gau (or Gogo) equips one using
a Medal and enters a Rage, the wind effect may trigger during
any physical attack, including skills, and will use the
damage multiplier and any special effects of the skill.

Though not the game's
strongest Wind weapon,
the extra effect makes this generally the best one in
practice.

むらさめ

Murasame

Murasame

Attack: 110, +10 evd, sword parry animation

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Cayenne

村雨 (Murasame) was a swordsmith
of moderate renown.

まさむね

Masamune

Aura

Attack: 162

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Cayenne

正宗 (Masamune) was a legendary
swordsmith whose blades are (to overly summarize) said to
actively avoid meaningless destruction. Too bad the sword's not
better in this game, especially considering the event that gives
you one and what it symbolizes. Could we have some stat
bonuses, at least?

あめのむらくも

Ame no Murakumo

Strato

Attack: 199

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Cayenne

The sword 天叢雲
(ame no murakumo, roughly
"heavenly cloud mass"), is associated with
the legend of the giant eight-headed snake Orochi.

むつのかみ

Mutsunokami

Sky Render

Attack: 215, +20 evd, sword parry animation

OK: Deathblow Sword, Magicseal Sword, 2-handed grip

Used by: Cayenne

陸奥守吉行 (Yoshiyuki Mutsunokami)
was a skilled swordsmith, later also known as 土佐吉行 (Yoshiyuki
Tosa) after he moved from Mutsu Province to Tosa Province.
He is probably best known thanks to one of his blades being
favored by Sakamoto Ryōma, a 19th century revolutionary.

Rods

All rods have a hit rate of 135, except for the
Heal Rod (255) and the Punisher (150).

ヒールロッド
なぐった相手のＨＰを回復します

Heal Rod
Recovers the HP of those it strikes

Heal Rod
Recovers target's HP

Attack: 200, causes healing instead of damage

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

The Heal Rod always hits unless the
target has 'transparent' status, heals instead of damaging, and
ignores the 50% penalty for players attacking players. This will
even heal undead targets, rather than inflicting damage like
most healing effects.

Note that when thrown, the Heal Rod hurts
just like any other weapon with 200 attack power. Don't try throwing
it at allies, even though Throw defaults to targeting them when
selecting this weapon. Apparently, it was meant to default to allies
when attacking, but the Battle command ignores
the targeting flag.

Thanks to a bug, using this weapon
with Mug negates the special healing effect.

ミスリルロッド

Mithril Rod

Mithril Rod

Attack: 60, +2 mag

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

ほのおのロッド
道具として使うと「ファイラ」を
放ちますが 折れて無くなります

Flame Rod
Use as an item to release Fira,
but it breaks and is lost

Fire Rod
Casts "Fire 2" when used as
an item, and breaks

Attack: 79 Flame,
may cast Fira,
break for Fira

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

This weapon has a 1/4 chance to cast
Fira with each hit. When cast
like this, the spell costs no MP, always hits, and ignores Magicseal
Sword and 'reflect' status. The spell's damage is halved when
attacking from the back row or increased accordingly when
Jumping, but is otherwise the same as usual.

When used as an item, it casts
Fira as cast by the user, with
the following exceptions: always inflicts maximum damage (i.e.,
no damage variation), ignores target's MDef, ignores 'shell'
and 'transform' status on target, ignores penalty for players
attacking players, unreflectable.

The Flame Rod is probably the best
Flame weapon to hit things with,
though the Burning Knuckle has the best attack power.

こおりのロッド
道具として使うと「ブリザラ」を
放ちますが 折れて無くなります

Ice Rod
Use as an item to release Blizzara,
but it breaks and is lost

Ice Rod
Casts "Ice 2" when used as
an item, and breaks

Attack: 79 Ice,
may cast Blizzara,
break for Blizzara

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

This weapon has a 1/4 chance to cast
Blizzara with each hit.
When cast like this, the spell costs no MP, always hits, and ignores
Magicseal Sword and 'reflect' status. The spell's damage is
halved when attacking from the back row or increased accordingly
when Jumping, but is otherwise the same as usual.

When used as an item, it casts
Blizzara as cast by the user,
with the following exceptions: always inflicts maximum damage
(i.e., no damage variation), ignores target's MDef, ignores 'shell'
and 'transform' status on target, ignores penalty for players
attacking players, unreflectable.

The Ice Rod is probably the best
Ice weapon to hit things with,
though the Icebrand has the best attack power.

いかづちのロッド
道具として使うと「サンダラ」を
放ちますが 折れて無くなります

Thunder Rod
Use as an item to release Thundara,
but it breaks and is lost

Thunder Rod
Casts "Bolt 2" when used as
an item, and breaks

Attack: 79 Thunder,
may cast Thundara,
break for Thundara

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

This weapon has a 1/4 chance to cast
Thundara with each hit. When
cast like this, the spell costs no MP, always hits, and ignores
Magicseal Sword and 'reflect' status. The spell's damage is
halved when attacking from the back row or increased
accordingly when Jumping, but is otherwise the same as
usual.

When used as an item, it casts
Thundara as cast by the user,
with the following exceptions: always inflicts maximum damage
(i.e., no damage variation), ignores target's MDef, ignores 'shell'
and 'transform' status on target, ignores penalty for players
attacking players, unreflectable.

The Thunder Rod is probably the best
Thunder weapon to hit things with,
though the Thunder Blade has the best attack power.

ポイズンロッド
道具として使うと「ポイズン」を
放ちますが 折れて無くなります

Poison Rod
Use as an item to release Poison,
but it breaks and is lost

Poison Rod
Casts "Poison" when used as
an item, and breaks

Attack: 86 Poison,
may cast Poison,
break for Poison

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

This weapon has a 1/4 chance to cast
Poison with each hit. When
cast like this, the spell costs no MP, always hits, and ignores
Magicseal Sword and 'reflect' status. The spell's damage is
halved when attacking from the back row or increased
accordingly when Jumping, but is otherwise the same as
usual.

When used as an item, it casts
Poison as cast by the user,
with the following exceptions: always inflicts maximum damage
(i.e., no damage variation), ignores target's MDef, ignores 'shell'
and 'transform' status on target, ignores penalty for players
attacking players, unreflectable.

The Poison Rod is the game's
only throwable Poison
weapon. Stock up before the Majot Plot Spoiler if you
want to use them for this, since they aren't sold anywhere
after it.

ホーリーロッド
道具として使うと「ホーリー」を
放ちますが 折れて無くなります

Holy Rod
Use as an item to release Holy,
but it breaks and is lost

Pearl Rod
Casts "Pearl" when used as
an item, and breaks

Attack: 124 Holy,
may cast Holy,
break for Holy

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

This weapon has a 1/4 chance to cast
Holy with each hit. When cast
like this, the spell costs no MP, always hits, and ignores Magicseal
Sword and 'reflect' status. The spell's damage is halved when
attacking from the back row or increased accordingly when
Jumping, but is otherwise the same as usual.

When used as an item, it casts
Holy as cast by the user,
with the following exceptions: always inflicts maximum damage
(i.e., no damage variation), ignores target's MDef, ignores 'shell'
and 'transform' status on target, ignores penalty for players
attacking players, unreflectable.

The Holy Rod is the best choice of
Holy weapons to use for throwing,
unless you have the patience to hoard Holy Lances.

グラビティロッド
道具として使うと「グラビガ」を
放ちますが 折れて無くなります

Gravity Rod
Use as an item to release Graviga,
but it breaks and is lost

This weapon has a 1/4 chance of casting
Graviga with each hit. When
cast like this, the spell costs no MP and ignores Magicseal Sword,
but only attempts to strike the target of the physical attack.

When used as an item, it casts
Graviga as cast by the
user.

The Gravity Rod is the only weapon in the
game to inflict Earth damage.

パニッシャー
ＭＰ消費と引き換えに クリティカル
を出します

Punisher
Produces criticals in exchange for MP consumption

Punisher
Uses MP to inflict mortal blow

Attack: 111, uses MP for automatic criticals

OK: 2-handed grip

Used by: Stragus, Relm, Gogo

Each attack consumes a random amount
of MP from 12 to 19, but is guaranteed to be a critical hit (+100%
damage). No MP is spent if too little is available, but then the attack
isn't guaranteed to be a critical hit either, though it still has the usual
1/32 chance of being one.

Thanks to a bug, using this weapon
with Mug negates its special MP for criticals effect.

ウィザードロッド
装備すると魔力がアップします

Wizard Rod
Magic power increases when equipped

Magus Rod
Mag Pwr up

Attack: 168, +7 mag, +30 MEvd

OK: Magicseal Sword, 2-handed grip

Used by: Stragus, Relm, Gogo

Brushes

All brushes have a hit rate of
135.

チョコボのふで

Chocobo Brush

Chocobo Brsh

Attack: 60, +1 mag

OK: 2-handed grip

Used by: Relm

ダビンチのふで

Da Vinci's Brush

DaVinci Brsh

Attack: 100, +1 agi, +1 mag

OK: 2-handed grip

Used by: Relm

Properly
"da Vinci" but I like my weapons capitalized.

マジカルブラシ

Magical Brush

Magical Brsh

Attack: 130, +1 agi, +1 stm, +1 mag

OK: 2-handed grip

Used by: Relm

レインボーブラシ

Rainbow Brush

Rainbow Brsh

Attack: 146, +1 str, +2 agi, +1 stm, +2 mag

OK: 2-handed grip

Used by: Relm

Shuriken

All shuriken have a hit rate of 230, but Throw
ignores the hit rate of what it's throwing anyway.

しゅりけん
コマンド「なげる」で使用できます

Shuriken
Can use with Throw command

Shuriken
Use with "Throw" command

Attack: 86

Can't equip

手裏剣 (shuriken),
small concealed blades typically used for throwing, include but
are not limited to the popularized throwing stars.

Though their power is fairly low, Shuriken
are dirt cheap at 30 gil each, so feel free to stock up and use them
liberally.

ふうましゅりけん
コマンド「なげる」で使用できます

Fuuma Shuriken
Can use with Throw command

Ninja Star
Use with "Throw" command

Attack: 132

Can't equip

風魔手裏剣 (fuuma
shuriken) often show up in ninja anime and so forth,
though I can't say whether they ever really existed.
Basically, they're oversized throwing stars, measuring
several feet across. 風魔 (fuuma)
approximately translates to "wind demon".

Like the basic Shuriken, the main advantage
to Fuuma Shuriken is their low price. At 500 gil, they cost less than
weapons half their power.

かざぐるま
コマンド「なげる」で使用できます

Kazaguruma
Can use with Throw command

Tack Star
Use with "Throw" command

Attack: 190

Can't equip

風車 in kanji, the term can mean
"pinwheel" or "windmill", but here just
refers to a shuriken with that shape.

Unfortunately, you can't buy
Kazaguruma directly, limiting their practicality. If the enemy has
an appropriate weakness, elemental swords (7,000 gil each) or
Holy Rods (12,000 gil each) will inflict more damage anyway,
and cost doesn't matter all that much late in the game.

The user has a 50% chance of causing
extra damage when attacking with this weapon, inflicting 3x damage
on targets with 'levitate' status (which includes most monsters that
appear to be flying) and 1.5x damage otherwise. Most damage
bonuses add together (rather than multiplying with each other),
but this one comes at a different step of damage calculation
than most. It adds with the 50% bonus for hitting a target in the back
(when both apply), but multiplies with everything else. This results
in 3.5x final damage when combined with a hit to the back of an
airborne target, 2x final damage when combined with a hit to the
back of any other target, and 3x (vs aerial) and 1.5x (all others)
final damage when not in the back. When the extra damage
triggers against an airborne target, the attack uses a throwing
animation instead of the usual striking animation.

Thanks to a bug, using this weapon
with Mug negates its special random bonus damage effect.

The user has a 50% chance of causing
extra damage when attacking with this weapon, inflicting 3x damage
on targets with 'levitate' status (which includes most monsters that
appear to be flying) and 1.5x damage otherwise. Most damage
bonuses add together (rather than multiplying with each other),
but this one comes at a different step of damage calculation
than most. It adds with the 50% bonus for hitting a target in the back
(when both apply), but multiplies with everything else. This results
in 3.5x final damage when combined with a hit to the back of an
airborne target, 2x final damage when combined with a hit to the
back of any other target, and 3x (vs aerial) and 1.5x (all others)
final damage when not in the back. When the extra damage
triggers against an airborne target, the attack uses a throwing
animation instead of the usual striking animation.

Thanks to a bug, using this weapon
with Mug negates its special random bonus damage effect.

ウィングエッジ
後列からも同等の攻撃ができます
さらに 時々 敵を即死させます

Wing Edge
Can attack just as well from the back row
Also sometimes kills enemy instantly

This weapon may instantly kill its target
on hit (25% chance, but subject to stamina blocking). The effect
will always trigger against the undead, but they come back to
life immediately after being hit, making this weapon useless
against them.

Thanks to a bug, using this weapon
with Mug negates its special instant kill effect.

Gambler Weapons

All gambler weapons have a hit rate of 230,
except for the Dice and Fixed Dice, which skip normal hit
determination.

カード

Cards

Cards

Attack: 104, ignores attacker's row

Used by: Setzer

ダーツ

Darts

Darts

Attack: 115, ignores attacker's row

Used by: Setzer

しにがみのカード
時々 魔法「デス」を追加発動します

Death's Cards
Sometimes additionally invokes Death spell

Doom Darts
Randomly casts "Doom"

Attack: 187, may cast Death,
ignores attacker's row

Used by: Setzer

That's the god of death, or death
personified. The Reaper's Cards, if you prefer. Alternately,
the Death card of a tarot deck.

This weapon has a 1/4 chance to cast
Death with each hit. When
cast like this, the spell costs no MP and ignores Magicseal Sword
and 'reflect' status, but is otherwise identical to casting it
normally.

いちげきのダーツ
時々 一撃で敵を倒します

Critical Darts
Sometimes fells enemy in a single hit

Trump
Randomly dispatches an enemy

Attack: 133, may kill target, ignores attacker's row

Used by: Setzer

This weapon may instantly kill its target
on hit (25% chance, but subject to stamina blocking). The effect
will always trigger against the undead, but they come back to life
immediately after being hit, making this weapon useless against
them.

Thanks to a bug, using this weapon
with Mug negates its special instant kill effect.

The user rolls two 6-sided dice, which inflict
damage equal to the product of the numbers on the dice times the
user's level times two (die1 x die2 x level x 2), ignoring every other
factor. 5 and 6 come up less often (2/16 each) than the lower
numbers (3/16 each).

To give some summary statistics, you
have about a 3.5% chance to roll snake eyes. Almost 90% of all
rolls give a product of at least 3, and over 67% yield at least 6.
A double six only has a 1.56% chance to occur, but over 10%
of rolls will multiply to at least 24. The median product is 8,
and the average rounds to 10.56.

The Dice always hit unless the target has
'transparent' status.

This damage calculation skips most
or all damage modifiers, including the penalty for using a
Proof of Initiation, making for an interesting combination.

Thanks to a bug, using this weapon
with Mug makes it nothing more than a weapon with 1 attack,
2 hit, and an odd appearance.

The user rolls three 6-sided dice, which
inflict damage equal to the product of the numbers on the dice
times the user's level times two (die1 x die2 x die3 x level x 2),
ignoring every other factor, unless all three dice roll the same
number. In this case, that number multiplies into the damage
an additional time (die x die x die x die x level x 2). 5 and 6
come up less often (2/16 each) than the lower numbers
(3/16 each).

To give some summary statistics, you
have less than a 0.7% chance to roll triple ones. Over 90% of all
rolls give a product of at least 6, and over 67% yield at least
15. A triple six only has a 0.2% chance to occur, but over 10%
of rolls will multiply to at least 81. Over 31% of all rolls will exceed
36, which is the maximum possible when using the basic Dice.
The median product is 24, and the average rounds to 39.09.

Just by adding a third die, average
damage increases to 3.25 times that of the basic Dice, and that's
ignoring the chance of even more damage by rolling three of a
kind. Factoring that in raises the figure to roughly 3.7, partly
because triple 6 skews the results, despite its rarity, thanks
to a huge product of 1,296.

The Fixed Dice always hit unless the
target has 'transparent' status.

It takes considerable luck, of course,
but things can get ridiculous quickly when all three dice come all
up the same number. Three fours will inflict maximum (9999)
damage as low as level 20. Three fives do the same from level
8. Three sixes inflict 2592 damage even at level 1, and already
hit 9999 damage at level 4. However, the odds are against you,
given that triples have less than a 0.7% chance to occur for
1, 2, 3, and 4, and just under a 0.2% chance for 5 or 6.

This damage calculation skips most
or all damage modifiers, including the penalty for using a
Proof of Initiation, making for an interesting combination.

Thanks to a bug, using this weapon
with Mug makes it nothing more than a weapon with 1 attack,
3 hit, and an odd appearance.

Claws

All claws have a hit rate of 200.

メタルナックル

Metal Knuckle

MetalKnuckle

Attack: 55

Used by: Mash

ミスリルクロー

Mithril Claw

Mithril Claw

Attack: 65

Used by: Mash

カイザーナックル

Kaiser Knuckle

Kaiser

Attack: 83 Holy

Used by: Mash

ダーククロー
時々 毒を与えます

Dark Claw
Sometimes inflicts poison

Poison Claw
Randomly poisons an enemy

Attack: 95 Poison,
may cast Poison

Used by: Mash

This weapon has a 1/4 chance to cast
Poison with each hit. When
cast like this, the spell costs no MP, always hits, and ignores
Magicseal Sword and 'reflect' status. The spell's damage is
halved when attacking from the back row or increased
accordingly when Jumping, but is otherwise the same as
usual.

The Dark Claw is the better of the game's
two Poison weapons.

バニングナックル
時々 魔法「ファイア」を追加活動
します

Burning Knuckle
Sometimes additionally invokes Fire spell

Fire Knuckle
Randomly casts "Fire"

Attack: 122 Flame,
may cast Fire

Used by: Mash

This weapon has a 1/4 chance to cast
Fire with each hit. When cast
like this, the spell costs no MP, always hits, and ignores Magicseal
Sword and 'reflect' status. The spell's damage is halved when
attacking from the back row or increased accordingly when
Jumping, but is otherwise the same as usual.

The Burning Knuckle has the highest
attack power of the game's Flame
weapons, but the Flame Rod casts a better spell.